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<a href="#pub-methods">Public Member Functions</a> &#124;
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<p>A fixture is used to attach a Shape to a body for collision detection. A fixture inherits its transform from its parent. Fixtures hold additional non-geometric data such as friction, collision filters, etc.  
 <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html#details">More...</a></p>
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr class="memitem:a0675fb92ec90d9befbad76ea3516174b"><td class="memItemLeft" align="right" valign="top"><a id="a0675fb92ec90d9befbad76ea3516174b"></a>
&#160;</td><td class="memItemRight" valign="bottom"><b>Fixture</b> (<a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_shapes_1_1_shape.html">Shape</a> shape)</td></tr>
<tr class="separator:a0675fb92ec90d9befbad76ea3516174b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a11a152abdf518d17f53b81c7dfcaa026"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html#a11a152abdf518d17f53b81c7dfcaa026">TestPoint</a> (ref <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> point)</td></tr>
<tr class="memdesc:a11a152abdf518d17f53b81c7dfcaa026"><td class="mdescLeft">&#160;</td><td class="mdescRight">Test a point for containment in this fixture.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html#a11a152abdf518d17f53b81c7dfcaa026">More...</a><br /></td></tr>
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<tr class="memitem:a4e64ca3d8dadf6097571cd72e2338f1e"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html#a4e64ca3d8dadf6097571cd72e2338f1e">RayCast</a> (out <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_ray_cast_output.html">RayCastOutput</a> output, ref <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_ray_cast_input.html">RayCastInput</a> input, int childIndex)</td></tr>
<tr class="memdesc:a4e64ca3d8dadf6097571cd72e2338f1e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Cast a ray against this Shape.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html#a4e64ca3d8dadf6097571cd72e2338f1e">More...</a><br /></td></tr>
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<tr class="memitem:a83cae35d9fb441a8d25d52a84f946989"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html#a83cae35d9fb441a8d25d52a84f946989">GetAABB</a> (out <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_a_a_b_b.html">AABB</a> aabb, int childIndex)</td></tr>
<tr class="memdesc:a83cae35d9fb441a8d25d52a84f946989"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the fixture's AABB. This AABB may be enlarge and/or stale. If you need a more accurate AABB, compute it using the Shape and the body transform.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html#a83cae35d9fb441a8d25d52a84f946989">More...</a><br /></td></tr>
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<tr class="memitem:a896bf59a7b5be0034a9a693b2d6acce2"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html">Fixture</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html#a896bf59a7b5be0034a9a693b2d6acce2">CloneOnto</a> (<a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html">Body</a> body)</td></tr>
<tr class="memdesc:a896bf59a7b5be0034a9a693b2d6acce2"><td class="mdescLeft">&#160;</td><td class="mdescRight">Clones the fixture onto the specified body.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html#a896bf59a7b5be0034a9a693b2d6acce2">More...</a><br /></td></tr>
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-attribs"></a>
Public Attributes</h2></td></tr>
<tr class="memitem:a13ce670b52875b57dc7571e3b4fa8349"><td class="memItemLeft" align="right" valign="top">AfterCollisionEventHandler&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html#a13ce670b52875b57dc7571e3b4fa8349">AfterCollision</a></td></tr>
<tr class="memdesc:a13ce670b52875b57dc7571e3b4fa8349"><td class="mdescLeft">&#160;</td><td class="mdescRight">Fires after two shapes has collided and are solved. This gives you a chance to get the impact force.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html#a13ce670b52875b57dc7571e3b4fa8349">More...</a><br /></td></tr>
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<tr class="memitem:af7ff1dea723cb6a3c8c1f52afbc0aebb"><td class="memItemLeft" align="right" valign="top">BeforeCollisionEventHandler&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html#af7ff1dea723cb6a3c8c1f52afbc0aebb">BeforeCollision</a></td></tr>
<tr class="memdesc:af7ff1dea723cb6a3c8c1f52afbc0aebb"><td class="mdescLeft">&#160;</td><td class="mdescRight">Fires when two fixtures are close to each other. Due to how the broadphase works, this can be quite inaccurate as shapes are approximated using AABBs.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html#af7ff1dea723cb6a3c8c1f52afbc0aebb">More...</a><br /></td></tr>
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<tr class="memitem:a66f5c3110f7cf3fd1e94ab024db8d6f0"><td class="memItemLeft" align="right" valign="top">OnCollisionEventHandler&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html#a66f5c3110f7cf3fd1e94ab024db8d6f0">OnCollision</a></td></tr>
<tr class="memdesc:a66f5c3110f7cf3fd1e94ab024db8d6f0"><td class="mdescLeft">&#160;</td><td class="mdescRight">Fires when two shapes collide and a contact is created between them. Note that the first fixture argument is always the fixture that the delegate is subscribed to.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html#a66f5c3110f7cf3fd1e94ab024db8d6f0">More...</a><br /></td></tr>
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<tr class="memitem:a93781358b505f094b2fab47d0fb528be"><td class="memItemLeft" align="right" valign="top">OnSeparationEventHandler&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html#a93781358b505f094b2fab47d0fb528be">OnSeparation</a></td></tr>
<tr class="memdesc:a93781358b505f094b2fab47d0fb528be"><td class="mdescLeft">&#160;</td><td class="mdescRight">Fires when two shapes separate and a contact is removed between them. Note: This can in some cases be called multiple times, as a fixture can have multiple contacts. Note The first fixture argument is always the fixture that the delegate is subscribed to.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html#a93781358b505f094b2fab47d0fb528be">More...</a><br /></td></tr>
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<tr class="memitem:a4b7f4dc326555ee4a2f96d52622475cd"><td class="memItemLeft" align="right" valign="top">object&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html#a4b7f4dc326555ee4a2f96d52622475cd">Tag</a></td></tr>
<tr class="memdesc:a4b7f4dc326555ee4a2f96d52622475cd"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set the user data. Use this to store your application specific data.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html#a4b7f4dc326555ee4a2f96d52622475cd">More...</a><br /></td></tr>
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Properties</h2></td></tr>
<tr class="memitem:ac3a96621ac08b3e811e9f0d87ce73f6f"><td class="memItemLeft" align="right" valign="top"><a id="ac3a96621ac08b3e811e9f0d87ce73f6f"></a>
<a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture_proxy.html">FixtureProxy</a>[]&#160;</td><td class="memItemRight" valign="bottom"><b>Proxies</b><code> [get]</code></td></tr>
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int&#160;</td><td class="memItemRight" valign="bottom"><b>ProxyCount</b><code> [get]</code></td></tr>
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<tr class="memitem:a47d8d9a38546cc58003af96edf26d8c3"><td class="memItemLeft" align="right" valign="top">short&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html#a47d8d9a38546cc58003af96edf26d8c3">CollisionGroup</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a47d8d9a38546cc58003af96edf26d8c3"><td class="mdescLeft">&#160;</td><td class="mdescRight">Defaults to 0  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html#a47d8d9a38546cc58003af96edf26d8c3">More...</a><br /></td></tr>
<tr class="separator:a47d8d9a38546cc58003af96edf26d8c3"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a189809d54893e5f27c0bb1b417a440f8"><td class="memItemLeft" align="right" valign="top">Category&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html#a189809d54893e5f27c0bb1b417a440f8">CollidesWith</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a189809d54893e5f27c0bb1b417a440f8"><td class="mdescLeft">&#160;</td><td class="mdescRight">Defaults to Category.All  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html#a189809d54893e5f27c0bb1b417a440f8">More...</a><br /></td></tr>
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<tr class="memitem:a366da2f6a1f78ea8b1522a8493ddae27"><td class="memItemLeft" align="right" valign="top">Category&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html#a366da2f6a1f78ea8b1522a8493ddae27">CollisionCategories</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a366da2f6a1f78ea8b1522a8493ddae27"><td class="mdescLeft">&#160;</td><td class="mdescRight">The collision categories this fixture is a part of.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html#a366da2f6a1f78ea8b1522a8493ddae27">More...</a><br /></td></tr>
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<tr class="memitem:a4d0387284f1b693fcceea9a8b36cd133"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_shapes_1_1_shape.html">Shape</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html#a4d0387284f1b693fcceea9a8b36cd133">Shape</a><code> [get]</code></td></tr>
<tr class="memdesc:a4d0387284f1b693fcceea9a8b36cd133"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the child Shape.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html#a4d0387284f1b693fcceea9a8b36cd133">More...</a><br /></td></tr>
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<tr class="memitem:a1c8c68656dabb1f74cd773086b1c7d73"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html#a1c8c68656dabb1f74cd773086b1c7d73">IsSensor</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a1c8c68656dabb1f74cd773086b1c7d73"><td class="mdescLeft">&#160;</td><td class="mdescRight">Gets or sets a value indicating whether this fixture is a sensor.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html#a1c8c68656dabb1f74cd773086b1c7d73">More...</a><br /></td></tr>
<tr class="separator:a1c8c68656dabb1f74cd773086b1c7d73"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ae5d80cb0f77000dd4fb42843a8ae79e8"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html">Body</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html#ae5d80cb0f77000dd4fb42843a8ae79e8">Body</a><code> [get, set]</code></td></tr>
<tr class="memdesc:ae5d80cb0f77000dd4fb42843a8ae79e8"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the parent body of this fixture. This is null if the fixture is not attached.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html#ae5d80cb0f77000dd4fb42843a8ae79e8">More...</a><br /></td></tr>
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<tr class="memitem:abbe2b137bdc4b928dc5723745c5f837d"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html#abbe2b137bdc4b928dc5723745c5f837d">Friction</a><code> [get, set]</code></td></tr>
<tr class="memdesc:abbe2b137bdc4b928dc5723745c5f837d"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set the coefficient of friction. This will <em>not</em> change the friction of existing contacts.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html#abbe2b137bdc4b928dc5723745c5f837d">More...</a><br /></td></tr>
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<tr class="memitem:a9d27380176f37bf8e5c91c163c54a6bd"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html#a9d27380176f37bf8e5c91c163c54a6bd">Restitution</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a9d27380176f37bf8e5c91c163c54a6bd"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set the coefficient of restitution. This will not change the restitution of existing contacts.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html#a9d27380176f37bf8e5c91c163c54a6bd">More...</a><br /></td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>A fixture is used to attach a Shape to a body for collision detection. A fixture inherits its transform from its parent. Fixtures hold additional non-geometric data such as friction, collision filters, etc. </p>
</div><h2 class="groupheader">Member Function Documentation</h2>
<a id="a896bf59a7b5be0034a9a693b2d6acce2"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a896bf59a7b5be0034a9a693b2d6acce2">&#9670;&nbsp;</a></span>CloneOnto()</h2>

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<p>Clones the fixture onto the specified body. </p>
<dl class="params"><dt>Parameters</dt><dd>
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<dl class="section return"><dt>Returns</dt><dd>The cloned fixture.</dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a83cae35d9fb441a8d25d52a84f946989">&#9670;&nbsp;</a></span>GetAABB()</h2>

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<p>Get the fixture's AABB. This AABB may be enlarge and/or stale. If you need a more accurate AABB, compute it using the Shape and the body transform. </p>
<dl class="params"><dt>Parameters</dt><dd>
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    <tr><td class="paramname">aabb</td><td>The aabb.</td></tr>
    <tr><td class="paramname">childIndex</td><td>Index of the child.</td></tr>
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<h2 class="memtitle"><span class="permalink"><a href="#a4e64ca3d8dadf6097571cd72e2338f1e">&#9670;&nbsp;</a></span>RayCast()</h2>

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<p>Cast a ray against this Shape. </p>
<dl class="params"><dt>Parameters</dt><dd>
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    <tr><td class="paramname">output</td><td>The ray-cast results.</td></tr>
    <tr><td class="paramname">input</td><td>The ray-cast input parameters.</td></tr>
    <tr><td class="paramname">childIndex</td><td>Index of the child.</td></tr>
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<dl class="section return"><dt>Returns</dt><dd></dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a11a152abdf518d17f53b81c7dfcaa026">&#9670;&nbsp;</a></span>TestPoint()</h2>

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<p>Test a point for containment in this fixture. </p>
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<h2 class="groupheader">Member Data Documentation</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#a13ce670b52875b57dc7571e3b4fa8349">&#9670;&nbsp;</a></span>AfterCollision</h2>

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<p>Fires after two shapes has collided and are solved. This gives you a chance to get the impact force. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#af7ff1dea723cb6a3c8c1f52afbc0aebb">&#9670;&nbsp;</a></span>BeforeCollision</h2>

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<p>Fires when two fixtures are close to each other. Due to how the broadphase works, this can be quite inaccurate as shapes are approximated using AABBs. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a66f5c3110f7cf3fd1e94ab024db8d6f0">&#9670;&nbsp;</a></span>OnCollision</h2>

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<p>Fires when two shapes collide and a contact is created between them. Note that the first fixture argument is always the fixture that the delegate is subscribed to. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a93781358b505f094b2fab47d0fb528be">&#9670;&nbsp;</a></span>OnSeparation</h2>

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<p>Fires when two shapes separate and a contact is removed between them. Note: This can in some cases be called multiple times, as a fixture can have multiple contacts. Note The first fixture argument is always the fixture that the delegate is subscribed to. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a4b7f4dc326555ee4a2f96d52622475cd">&#9670;&nbsp;</a></span>Tag</h2>

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<p>Set the user data. Use this to store your application specific data. </p>
<p>The user data.</p>

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<h2 class="groupheader">Property Documentation</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#ae5d80cb0f77000dd4fb42843a8ae79e8">&#9670;&nbsp;</a></span>Body</h2>

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<p>Get the parent body of this fixture. This is null if the fixture is not attached. </p>
<p>The body.</p>

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<h2 class="memtitle"><span class="permalink"><a href="#a189809d54893e5f27c0bb1b417a440f8">&#9670;&nbsp;</a></span>CollidesWith</h2>

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<p>Defaults to Category.All </p>
<p>The collision mask bits. This states the categories that this fixture would accept for collision.</p>

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<h2 class="memtitle"><span class="permalink"><a href="#a366da2f6a1f78ea8b1522a8493ddae27">&#9670;&nbsp;</a></span>CollisionCategories</h2>

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<p>The collision categories this fixture is a part of. </p>
<p>Defaults to Category.Cat1</p>

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<h2 class="memtitle"><span class="permalink"><a href="#a47d8d9a38546cc58003af96edf26d8c3">&#9670;&nbsp;</a></span>CollisionGroup</h2>

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<p>Defaults to 0 </p>
<p><a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_collision.html">Collision</a> groups allow a certain group of objects to never collide (negative) or always collide (positive). Zero means no collision group. Non-zero group filtering always wins against the mask bits.</p>

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<h2 class="memtitle"><span class="permalink"><a href="#abbe2b137bdc4b928dc5723745c5f837d">&#9670;&nbsp;</a></span>Friction</h2>

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<p>Set the coefficient of friction. This will <em>not</em> change the friction of existing contacts. </p>
<p>The friction.</p>

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<h2 class="memtitle"><span class="permalink"><a href="#a1c8c68656dabb1f74cd773086b1c7d73">&#9670;&nbsp;</a></span>IsSensor</h2>

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<p>Gets or sets a value indicating whether this fixture is a sensor. </p>
<p><code>true</code> if this instance is a sensor; otherwise, <code>false</code>.</p>

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<h2 class="memtitle"><span class="permalink"><a href="#a9d27380176f37bf8e5c91c163c54a6bd">&#9670;&nbsp;</a></span>Restitution</h2>

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<p>Set the coefficient of restitution. This will not change the restitution of existing contacts. </p>
<p>The restitution.</p>

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<h2 class="memtitle"><span class="permalink"><a href="#a4d0387284f1b693fcceea9a8b36cd133">&#9670;&nbsp;</a></span>Shape</h2>

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<p>Get the child Shape. </p>
<p>The shape.</p>

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<hr/>The documentation for this class was generated from the following file:<ul>
<li>Physics2D/Dynamics/Fixture.cs</li>
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